I may later change the name to Holo Wreck, but for now it is 1v1 Me M8.
Posted 28 July 2014 - 00:02
I may later change the name to Holo Wreck, but for now it is 1v1 Me M8.
Posted 11 August 2014 - 01:44
Image dump!
http://steamcommunit...s/?id=298815252
http://steamcommunit...s/?id=298815278
http://steamcommunit...s/?id=298815300
http://steamcommunit...s/?id=298815324
http://steamcommunit...s/?id=298815324
http://steamcommunit...s/?id=298815346
http://steamcommunit...s/?id=298815395
http://steamcommunit...s/?id=298815415
http://steamcommunit...s/?id=298815440
http://steamcommunit...s/?id=298815461
Now that that is out of the way: I'm sure I know you know the lighting sucks right now and maybe the lighting/fog is still off. Feedback would be nice, and to put it into perspective: This map isn't going to make 100 percent sense, I am going for an eerie tone, and I am also trying to find a nice light balance so it isn't too dark, but it isn't too bright either.
The final map will have plenty of secondary light sources to illuminate the central areas of the map (just for the record, I used toolgun-spawned lights in the interior images to simply show off what I had done inside instead of using the flashlight). There will be light sources outside as well (such as what you see under the platform in the first few images.
Also, renamed the map to Holo Wreck. It seems more appropriate with what I am going for.
EDIT: I tweaked the environmental lighting to be brighter and a much less red tone. I'll show it in the next batch of screenshots when I get around to it.
Posted 11 August 2014 - 20:15
I am rather happy with how the lighting turned out so far. I decided early that I wanted the interior blue lighting to contrast to the outside red lighting.
The yellow lighting is for areas outside, but underneath the structure (as seen in the last few screenshots).
http://steamcommunit...s/?id=299168114
http://steamcommunit...s/?id=299168153
http://steamcommunit...s/?id=299168187
http://steamcommunit...s/?id=299168212
http://steamcommunit...s/?id=299168242
http://steamcommunit...s/?id=299171116
http://steamcommunit...s/?id=299171145
http://steamcommunit...s/?id=299171182
Glow makes it better~
Posted 13 August 2014 - 15:57
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"If you cry because someone on the internet calls you a retard, you are a retard and should not be on the internet." - Psycix
Posted 13 August 2014 - 16:27
Yeah, I love the lighting with the fog.
Only concern is a rather odd combination of red and green, but I'd have to see it ingame.
LDT is LDT.
Posted 13 August 2014 - 16:45
It is actually red environmental lighting and blue internal lighting. Any lighting that is going to be under the structure (but outside) will be yellow.
So far it looks good to me ingame, but I can tweak it later once people get a chance to play it.
Posted 18 August 2014 - 19:33
Another update, just so you know I'm not dead or inactive or anything (I have a paying job now, so progress will be slower).
This isn't too much of an update, but it does build upon how the level will work and the flow of it.
http://steamcommunit...s/?id=302345259
http://steamcommunit...s/?id=302345286
The cables (while look nice) also provide obstacles (what the cables are attached to) for players. Anyone wanting to run along those areas will be slowed down and be a better target, a trade-off of being in an area that is somewhat easy to not notice a player at. The other side of the building in the first image will be left alone, mainly because a large ramp/chute will go there that will block off the majority of the middle of the ledge.
http://steamcommunit...s/?id=302345297
It's got rails now, and invisible brushes over the rope sections so you don't clip right through the rope (the brushes are the same width as the rope, and can be shot through).
http://steamcommunit...s/?id=302345315
The fallen rail is a static_prop with an invisible brush. You can use it as a ramp to get atop the generator and as incline-cover (you can back up to conceal yourself again). You can also use this to just run right over and surprise an enemy who isn't expecting it.
http://steamcommunit...s/?id=302345336
The right side (the busted rail) is a prop that can't be physically bumped into. This is the tight pathway that you can use to escape from a gunfight, or get out onto the ledges.
The left side (the leaning section of rail) will break off (the rail itself is not able to be bumped into, it breaks via a trigger you touch). This leads to the more open, exposed ledge. Also a good way to escape a gunfight, as well as surprising players around the corner on the ground.
http://steamcommunit...s/?id=302345359
The props I used as room supports have terrible physboxes, so I made them non-collidable and used invisible metal brushes as a good workaround for the four corners they have. You can fire right through the middle and throw things through them, but the corners are 2x2 brushes that will block physics/players/bullets.
EDIT: If you are going to post here, don't do it just to spam stupid MLG-related stuff that doesn't help to critique/provide feedback.
Posted 18 August 2014 - 21:09
I AM READY
my response to vaping being "cool" tbh fam
"stimulates the same circuitry that was simulated when u sucked on ur mommas titty
faggot"
Posted 22 August 2014 - 21:01
UPDATE: See for yourself.
https://dl.dropboxus...lo_wreck_04.bsp
Things I already know: It does not have boundaries, so you can run off the edge of the playable area. The map itself is unfinished. It isn't as optimized as I am going to have it.
Keep in mind that this is the DEATHMATCH version of the map. Not TTT.
Posted 23 August 2014 - 21:52
Another update.
http://steamcommunit...s/?id=304690915
http://steamcommunit...s/?id=304690933
http://steamcommunit...s/?id=304690952
http://steamcommunit...s/?id=304690963
http://steamcommunit...s/?id=304690980
I alpha painted the snow (finally) for areas where there should be a lack of snow. I am working on the two ramps (both use conveyors, one is an actual conveyor belt, the other is a slide/chute and pushes you down it to simulate it being slick). Also there are two crate piles to allow access on top of the control room as well as a shortcut to the higher platform (instead of using the stairs).
Oh, and trees. Gotta have those sprouting from the red stuff (that I plan to include in various places).
Posted 25 August 2014 - 05:32
Update (again).
I pushed myself to finally get that final ramp transition done. I think it came out better than I thought.
On top of that, I added a new source of light to the center of the map to shine on the top portions of the structure, essentially highlighting them.
Oh, I also added a red ent_sun to accentuate the environmental lighting, naturally.
http://steamcommunit...s/?id=305369738
http://steamcommunit...s/?id=305369731
http://steamcommunit...s/?id=305369741
http://steamcommunit...s/?id=305369748
http://steamcommunit...s/?id=305369754
http://steamcommunit...s/?id=305369761
http://steamcommunit...s/?id=305369773
http://steamcommunit...s/?id=305369780
Posted 25 August 2014 - 18:46
This looks really good, keep it up
raf simons rick owens usually what i'm dressed inYeah because I wasn't the was I?!?
Posted 01 September 2014 - 01:16
Have another update.
http://steamcommunit...s/?id=308570873
http://steamcommunit...s/?id=308570884
http://steamcommunit...s/?id=308570896
http://steamcommunit...s/?id=308570907
http://steamcommunit...s/?id=308570917
http://steamcommunit...s/?id=308570925
http://steamcommunit...s/?id=308570935
"Show, why are the utility poles like that?" Because shut up. (really it is just eye-candy as well as a very narrow path you can tread (the wooden utility poles))
"Showwwwww, that isn't realistic." Yup.
The displacements you see under the two ramps (final image) is on purpose, of course. I'm going to be putting more stuff around like that later. For now, I think I'm finally done with the middle of the map and will progress to making much smaller, outer buildings.
Posted 01 September 2014 - 02:35
LDT is LDT.
Posted 01 September 2014 - 05:34
Because damn it, I already covered that question. O3o
Posted 01 September 2014 - 11:25
What are your plans for the edge of the map?
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Game Reviews | Gathers | Send me a PM [/size]
"If you cry because someone on the internet calls you a retard, you are a retard and should not be on the internet." - Psycix
Posted 01 September 2014 - 14:28
Because damn it, I already covered that question. O3o
Showwwwww, that isn't realistic!
LDT is LDT.
Posted 01 September 2014 - 18:36
I'm going to put up those combine force-fields around the playable area. As for the 3D skybox I will be extending the terrain as if going up into mountains and then past that have floating chunks of ground.
Posted 08 September 2014 - 16:05
Another update!
I made that uphill stream that I will extend into the 3D skybox later. Oh, and there will be more Dorito trees.
http://steamcommunit...s/?id=311620740
http://steamcommunit...s/?id=311620751
As for the seam you may see (it is a seam between an ice displacement and a snow/ice blend displacement) I will be covering it one way or another with some propwork or something.
Posted 08 September 2014 - 16:07
Cant wait mate!
my response to vaping being "cool" tbh fam
"stimulates the same circuitry that was simulated when u sucked on ur mommas titty
faggot"
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